I am trying to write a javascript program that abstracts the WebGL functions so that I can draw different models with different shaders. I have created a shader object, which I will eventually modify to take shader programs as arguments, and a model object. The problem I am having is that my model is currently being drawn on the screen, but it is showing up black, instead of having the intended phong shader applied. I am not sure if the error is in my javascript or in my shader program. I am just trying to figure out if objects being drawn completely black is a specific issue or if it could be a number of different things. Any help is appreciated. Sorry if this question is too vague.
This is my Shader object:
function Shader(){
this.program = createProgram(gl, document.getElementById('vertexShader').text,
document.getElementById('fragmentShader').text);
this.vertexPositionLocation = gl.getUniformLocation(this.program, 'vertexPosition');
this.vertexNormalLocation = gl.getUniformLocation(this.program, 'vertexNormal')
gl.enableVertexAttribArray(this.vertexNormalLocation);
gl.enableVertexAttribArray(this.vertexNormalLocation);
this.projectionMatrixLocation = gl.getUniformLocation(this.program, 'projectionMatrix');
this.viewMatrixLocation = gl.getUniformLocation(this.program, 'viewMatrix');
this.modelMatrixLocation = gl.getUniformLocation(this.program, 'modelMatrix');
this.lightPositionLocation = gl.getUniformLocation(this.program, 'lightPosition');
this.lightColorLocation = gl.getUniformLocation(this.program, 'lightColor');
this.modelColorLocation = gl.getUniformLocation(this.program, 'modelColor');
gl.useProgram(this.program);
}
This is my Model Object:
function Model(model){
this.positionArray = new Float32Array(flatten(model.positions));
this.normalArray = new Float32Array(flatten(model.normals));
this.triangleArray = new Uint16Array(flatten(model.triangles));
//initialize buffer objects
this.normalBuffer = gl.createBuffer();
this.positionBuffer = gl.createBuffer();
this.triangleBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.normalArray, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.positionArray, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.triangleBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.triangleArray, gl.STATIC_DRAW);
gl.enable(gl.DEPTH_TEST);
Model.draw = function(shader){
var modelMatrix = new Matrix4();
var viewMatrix = new Matrix4();
var projectionMatrix = new Matrix4();
modelMatrix.rotate(modelRotationX, 1, 0, 0);
modelMatrix.rotate(modelRotationY, 0, 1, 0);
viewMatrix.translate(0, 0, -3);
projectionMatrix.perspective(90, 1, 1, 10);
gl.uniform3f(shader.lightColorLocation, 1.0, 1.0, 1.0);
gl.uniform4f(shader.lightPositionLocation, 0.0, 8.0, 8.0, 1.0);
gl.uniform3f(shader.modelColorLocation, 0.6, 0.0, 0.0);
gl.uniformMatrix4fv(shader.modelMatrixLocation, false, modelMatrix.elements);
gl.uniformMatrix4fv(shader.viewMatrixLocation, false, viewMatrix.elements);
gl.uniformMatrix4fv(shader.projectionMatrixLocation, false, projectionMatrix.elements);
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.vertexAttribPointer(shader.vertexNormalLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(shader.vertexPositionLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleBuffer);
gl.drawElements(gl.TRIANGLES, triangleArray.length, gl.UNSIGNED_SHORT, 0);
}
}
Here's my fragment shader program:
<script id = "fragmentShader" type="x-shader/x-fragment">
precision mediump float;
varying vec3 fragmentNormal;
varying vec3 fragmentLight;
varying vec3 fragmentView;
uniform vec3 modelColor;
uniform vec3 lightColor;
void main() {
vec3 n = normalize(fragmentNormal);
vec3 l = normalize(fragmentLight);
vec3 v = normalize(fragmentView);
vec3 h = normalize(l + v);
float d = max(dot(l, n), 0.0);
float s = pow(max(dot(h, n), 0.0), 10.0);
vec3 fragmentColor = modelColor * lightColor * d + lightColor * s;
gl_FragColor = vec4(fragmentColor, 1.0);
}
</script>
So you see a silhouette of the model but it's black?
First thing I'd do is add
gl_FragColor = vec4(1,0,0,1);
At the bottom of the fragment shader. Does your model turn green? No? Then you're not using that shader.
othewise next I'd try
gl_FragColor = vec4(lightColor,1);
Does the model turn the color of the light? If no then you're setting the light color wrong
Next
gl_FragColor = vec4(modelColor,1);
Does the model turn the model color? If no you're setting the model color wrong.
Next I'd try
gl_FragColor = vec4(n * .5 + .5,1);
You should see your model's normals as colors. It's black then fragmentNormal
is wrong.
Otherwise try the same with l
, v
, and h
etc...
The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.